package jia.temp;

import jia.core.characters.GameCharacter;
import jia.core.characters.PlayerClass;
import jia.core.items.Weapon;

/**
 * This is one of 7 temporary classes until I get the data access working
 * I basically got tired oc cluttering up my runtime code with character
 * instantiation.
 * @author Erik Stell
 * @version 1.0
 *          Date: Sep 13, 2007
 */
public class Draconian{
    
    public Draconian(){
        
    }
    
    public GameCharacter init(){
        
        
        GameCharacter character1 = new GameCharacter("Draconian");
        character1.setId(1);
        character1.setSpritePath("resources/images/sprites/aurak.gif");
        
        PlayerClass fighter = new PlayerClass();
        fighter.setPlayerClassId(1);
        fighter.setPlayerClassName("Fighter");
        fighter.setBaseHitDie(10);
        fighter.setClassLevel(1);
        fighter.setBaseFortSave(1);
        fighter.setBaseRefSave(1);
        fighter.setBaseWillSave(1);
        
        character1.setPlayerClass(fighter);
        
        Weapon carriedWeapon = new Weapon();
        carriedWeapon.setName("Longsword");
        carriedWeapon.setType("Slashing");
        carriedWeapon.setDamageDie(1);
        carriedWeapon.setDamageDieSides(10);
        carriedWeapon.setBaseAttackVal(1);
        
        character1.setWeapon(carriedWeapon);
        character1.setReadiedWeapon(carriedWeapon);
        
        character1.setBaseSpeed(30);
        
        
        return character1;
    }
    public GameCharacter init(long id){
        GameCharacter character1 = new GameCharacter("Draconian");
        character1.setId(id);
        character1.setSpritePath("resources/images/sprites/aurak.gif");
        
        PlayerClass fighter = new PlayerClass();
        fighter.setPlayerClassId(1);
        fighter.setPlayerClassName("Fighter");
        fighter.setClassLevel(1);
        fighter.setBaseFortSave(1);
        fighter.setBaseRefSave(1);
        fighter.setBaseWillSave(1);
        
        character1.setPlayerClass(fighter);
        
        Weapon carriedWeapon = new Weapon();
        carriedWeapon.setName("Longsword");
        carriedWeapon.setType("Slashing");
        carriedWeapon.setDamageDie(1);
        carriedWeapon.setDamageDieSides(10);
        carriedWeapon.setBaseAttackVal(1);
        
        character1.setWeapon(carriedWeapon);
        character1.setReadiedWeapon(carriedWeapon);
        
        character1.setBaseAttack(1);
        character1.setArmorClass(10);
        character1.setBaseInitiative(0);
        character1.setBaseSpeed(30);
        
        
        return character1;
    }
}
